struct VSQuadOut{
	float4 position : SV_Position;
	float2 texcoord: TexCoord;
};

VSQuadOut vs_main(uint VertexID: SV_VertexID)
{
	//VS_OUTPUT Output;

	//Output.Position = mul( Input.Position, matViewProjection );
	////Output.Position = Input.Position;
	//Output.Texcoord = Input.Texcoord;

	VSQuadOut Output;
	Output.texcoord = float2((VertexID << 1) & 2, VertexID & 2);
	Output.position = float4(Output.texcoord * float2(2, -2) + float2(-1, 1), 0, 1);

	return Output;

	return(Output);
}